Posts Tagged ‘harrowing’


Harrowing 2014 Banner

This year’s Harrowing is finally here! The promo page reveals a new trailer, a huge sale and a new featured game mode – Hexakill Twisted Treeline.



The Harrowing Promo banner


The announcement comes with a new trailer from Riot, titled Tales of the Black Mist: The Harrowing.



And here is the breakdown of the new content and sales:



The Haunted Hoard Harrowing sale



Wizardcrab New PortraitHiding amongst the specters haunting the Black Mist are surprises both new and newly returned from Harrowing past. From October 24 to November 4, a host of deals and offers will be up for reaping:

[ Link to Post ]



Flash deals


In an unprecedented phantasmic phenomenon, a group of skins’ regular prices are reduced for six hours before resetting in favor of a new slate of skins. Early research into ectoplasmic evidence has yet to uncover a way to predict which skins will go on sale–or even the discount rate. All we know for sure is that skins go on sale for six hours at a time and then it happens all over again. Happily, you can check the “On Sale” box in the skins tab of the Store to see what skins are on tap.

Disclaimer: Riot won’t be held responsible for the actions of ghosts so we aren’t offering retroactive refunds for these sales.

New skins and icons


Traverse the abyss with Underworld Wukong for 1350 RP (on sale for 975 RP through October 28th).

Enslave the shadows with Ravenborn LeBlanc for 975 RP.

Pledge your soul to the Shadow Isles with the Crest for 1500 IP during the Harrowing, or 250 RP any time afterward.




Harrowing 2010 Bundle – 20% off at 4316 RP (7004 RP if you need the champions)


Skins included:

  • Lollipoppy
  • Pumpkinhead Fiddlesticks
  • Nosferatu Vladimir
  • Mundo Mundo
  • Kitty Cat Katarina
  • Zombie Ryze

Champions included:

  • Poppy
  • Fiddlesticks
  • Vladimir
  • Dr. Mundo
  • Katarina
  • Ryze


Harrowing 2011 Bundle – 20% off at 2392 RP (4568 RP if you need the champions)


Skins included:

  • Bewitching Nidalee
  • Definitely Not Blitzcrank
  • FrankenTibbers Annie
  • Haunting Nocturne

Champions included:

  • Nidalee
  • Blitzcrank
  • Annie
  • Nocturne


Harrowing 2012 Bundle – 20% off at 3900 RP (6840 RP if you need the champions)


Skins included:

  • Haunted Maokai
  • Headless Hecarim
  • Headmistress Fiora
  • Pirate Ryze
  • Underworld Twisted Fate

Champions included:

  • Maokai
  • Hecarim
  • Fiora
  • Ryze
  • Twisted Fate


Harrowing 2013 Bundle – 20% off at 1860 RP (3420 RP if you need the champions)


Vi_Splash_2 Zyra_Splash_2

Skins included:

  • Haunted Zyra
  • Officer Vi

Champions included:

  • Zyra
  • Vi


Harrowing Ward Bundle – 20% off at 2560 RP (2560 RP if you need the champions)

  • Bat-o-lantern Ward
  • Haunting Ward
  • Widow Ward
  • Deadfall Ward
  • Tomb Angel Ward


Legacy Skins


  • Definitely Not Blitzcrank: 520 RP
  • Haunting Nocturne: 520 RP
  • Pumpkinhead Fiddlesticks: 520 RP
  • Bewitching Nidalee: 975 RP
  • FrankenTibbers Annie: 975 RP
  • Haunted Maokai: 975 RP
  • Headless Hecarim: 975 RP
  • Headmistress Fiora: 975 RP
  • Kitty Cat Katarina: 975 RP
  • Lollipoppy: 975 RP
  • Mundo Mundo: 975 RP
  • Nosferatu Vladimir: 975 RP
  • Pirate Ryze: 975 RP
  • Underworld Twisted Fate: 975 RP
  • Zombie Ryze: 975 RP
  • Zombie Brand: 1820 RP


Bewitching Nidalee – 975 RP


Definitely Not Blitzcrank – 520 RP


FrankenTibbers Annie – 975 RP



Haunted Maokai – 975 RP


Haunting Nocturne – 520 RP


Headless Hecarim – 975 RP


Headmistress Fiora – 975 RP



Kitty Cat Katarina – 975 RP



Lolipoppy – 975 RP



Mundo Mundo – 975 RP



Nosferatu Vladimir – 975 RP


Pirate Ryze – 975 RP



Pumpkinhead Fiddlesticks – 520 RP


Underworld Twisted Fate – 975 RP


Zombie Brand – 1820 RP


Zombie Ryze – 975 RP




Legacy Ward Skins

  • Bat-o-lantern Ward: 640 RP
  • Deadfall Ward: 640 RP
  • Haunting Ward: 640 RP
  • Tomb Angel Ward: 640 RP
  • Widow Ward: 640 RP


Mystery Gifting


The Mystery Gift swirls with every skin of Harrowing’s past and present! Better yet, Harrowing content bursts out of the chest at a 2x rate!



New Summoner Icons


Three new Summoner Icons will be available for the duration of the event. One you can purchase in the store and the other two can be earned by partaking in the new featured mode – Hexakill on Twisted Treeline.


Shadow Isles Crest Icon

1 (2)

“Pledge your soul to the Shadow Isles for 1500 ip during the Harrowing or 250 RP any time afterward.”



Mark of the Betrayer Icon

3 (1)

“Win three games of Hexakill: Twisted Treeline”



Harrowed Puppet Icon

2 (3)

“Give a gift of any kind to a friend before the Harrowing ends”




Ravenborn LeBlanc


From the official announcement:


Cloaked in ebon feathers, a figure glides through the black mist, ghostly tendrils recoiling before every step. The raven atop her staff quavers. A shriek pierces through the vapor, halting Ravenborn LeBlanc. Her dark lips break into a malicious grin. The Black Mist looms.

Enslave the shadows with Ravenborn LeBlanc, available now in the League of Legends store for 975 RP.





Ravenborn LeBlanc Model

Ravenborn LeBlanc Recall

For her recall, the raven on LeBlanc’s staff comes to life and lands on her arm. She then dissipates in a puff of teal smoke.


Ravenborn LeBlanc Basic Attack

Basic Attack


LeBlanc Q 1LeBlanc Q 2

Sigil of Malice [ Q ]



Distortion [ W ]


Ethereal Chains 1 Ethereal Chains 2

Ethereal Chains [ E ]



Underworld Wukong


From the official announcement:


The black mist grasps at Underworld Wukong, clinging to his staff as he explores the Shadow Isles. A circlet holds back his mane of wild hair to reveal gleaming emerald eyes. His bladed tail swats away a particularly annoying tendril of vapor as Wukong chuckles softly to himself. He twirls his staff and prances further into the darkness.

Traverse the abyss with Underworld Wukong, available now in the League of Legends store for 1350 RP (on sale for 975 RP through October 28).





Wukong Model 1Wukong All EmotesWukong Recall

For his recall, Underworld Wukong spins his staff around and ghosts come off it.


Wukong Q

Crushing Blow [ Q ]


Wukong W 1 Wukong W 2

Decoy [ W ] 


Wukong E

Nimbus Strike [ E ]


Wukong R 1Wukong R 2

Cyclone [ R ]



If you have any questions, feel free to ask me at @NoL_Chefo or e-mail me at [email protected]



Patch 3


Patch 3.13

Harrowing Skins

Ququroon: Nasus VU



Patch 3.13






Summary: Blood Well’s passive attack speed bonus now scales with character level (lower at earlier levels, higher at max level). Blades of Torment’s damage has been reduced (equal at lower levels, lower at max levels).

Context: Any champion can be frustrating to play against when they’re capable of building very tanky while still outputting considerable DPS, so we’re lowering some of Aatrox’s innate damage. With this change, Aatrox must build items for damage and won’t be able to simultaneously tank and smash face as easily.


Blood_WellBlood Well ( Passive )

  • Passive Attack Speed changed from 50% flat to 30/35/40/45/50/55% (upgrades every 3 champion levels)


Blades_of_TormentBlades of Torment ( E )

  • Damage reduced from 75/120/165/210/255 to 75/110/145/180/215





Summary: Charm has had its mana cost changed to a flat amount at all levels but now increases the magic damage Ahri deals to a Charmed target. Essence Theft now heals her for a specific amount based on the number of enemies she hits with her passive-enhanced spell, as opposed to getting straight spell vamp. Fox Fire now deals less damage when multiple wisps hit the same target. Spirit Rush’s base damage and AP ratios have been slightly reduced.

Context: Ahri is a champion with a lot of strengths and few weaknesses, given her high versatility and reliability, so she can consistently apply a lot of pressure on her opponents from relative safety. Ahri’s strengths should be better defined than they currently are. These changes give Ahri players (and her opponents) clear areas of mastery that differentiate the good Ahris from the great Ahris. Our core focuses are:

  • Make Ahri’s default lane patterns more clear, so both Ahri and her opponents can make plays around them
  • Make Ahri’s “all-in” gameplay more closely tied with landing Charm to establish Charm as Ahri’s “kiss of death” that needs to be avoided, as well as lower her threat/presence while Charm is on cooldown
  • Keep Ahri’s core gameplay intact while trimming away strength from the low-gameplay patterns that don’t feel rewarding


Essence_TheftEssence Theft ( Passive )

  • Now heals Ahri for 2 (+1 per champion level) (+0.09 Ability Power) each time her passive-enhanced spells hit an enemy, changed from 35% Spell Vamp flat


Fox-FireFox-Fire ( W )

  • Mana cost reduced from 60 at all ranks to 50
  • Diminishing returns effect on same-target hits increased (means less damage) to 70% (from 50%) (best case is now 100% + 30% + 30%)
  • This reduces the same-target damage to 64/104/144/184/224 (+0.64 Ability Power) (from 80/130/180/230/280 (+0.8 Ability Power))
  • Fixed a bug that caused Fox-Fire to sometimes deal reduced damage to a target that should receive the standard damage amount


CharmCharm ( E )

  • Now increases the magic damage Ahri deals to the target by 20% for 6 seconds
  • Mana cost changed from 50/65/80/95/110 to 85 at all ranks


Spirit_RushSpirit Rush ( R )

  • Base damage reduced from 85/125/165 (+0.35 Ability Power) to 70/110/150 (+0.3 Ability Power)
  • This reduces the max damage per target from 255/375/495 (+1.05 Ability Power) to 210/330/450 (+0.9 Ability Power)





Summary: Corki’s base attack speed has been reduced. Missile Barrage’s base damage has been reduced at earlier ranks and the cooldown between missile shots has been increased. Additionally, the cooldown between missile shots can no longer be reduced by cooldown reduction, but CDR will still affect how quickly you can gain missile ammo.

Context: Overall, we like the direction we pushed Corki toward with Trinity Force, but currently he’s too overwhelming to play against. Here we’re reducing excess power in a few areas to put him more in line with other similar spell-based ADCs. Ultimately, Missile Barrage should function as a powerful sustained damage tool rather than a source of burst damage.


  • Base Attack Speed reduced from 0.658 to 0.625


Missile_BarrageMissile Barrage ( R )

  • Base damage reduced from 120/190/260 to 100/180/260
  • Cooldown between missile shots increased from 1.2 to 2 seconds
  • Cooldown between missile shots can no longer be reduced by Cooldown Reduction (Cooldown Reduction still affects how quickly you gain missile ammo)





Summary: The active ability power ratio of Seastone Trident has been reduced significantly.

Context: We’re aiming to reduce some of Fizz’s late game damage so that he has to rely more on successfully landing his ultimate or finding a way to stall until his next set of cooldowns come up in order to successfully assassinate targets in late game fights.


Seastone_TridentSeastone Trident ( W )

  • Active Ability Power ratio reduced from 0.35 to 0.15


Playful / Trickster ( E )

  • Fixed a bug where Fizz became targetable while still descending from Playful (he now only becomes targetable after landing, just like Trickster)





Summary: Heimerdinger’s kit has been significantly reworked this patch. Techmaturgical Repair Bots no longer works on friendly turrets. H-28G Evolution Turrets now fire a beam every twelve seconds in a projected line shot in addition to their regular attacks. Additionally, H-28G Evolution Turret will now shut down after a period of time if Heimerdinger leaves the area. Hextech Micro-Rockets have been reworked to unleash a barrage of rockets that converge at your cursor before fanning out. Enemies hit by more than one rocket take reduced magic damage from additional rockets. CH-1 Electron Storm Grenade now travels in an arc.

UPGRADE!!! makes Heimerdinger’s next spell free while also applying bonus effects. Upgrading H-28G Evolution Turret transforms it into a giant H-28Q Apex Turret that deals higher damage with a lower cooldown beam. Upgrading Hextech Micro-Rockets transforms it into Hextech Rocket Swarm, where Heimerdinger fires out four waves of rockets that deal damage on impact. Finally, upgrading the CH-1 Electron Storm Grenade transforms it into a CH-3X Lightning Grenade that bounces three times (dealing damage on impact and applying the base ability’s CC).

Context: Heimerdinger’s got some new toys! Our core goal was to give Heimerdinger the tools to differentiate himself in ability use and build optimization. In particular, we focused on diversifying the Heimerdinger experience so that each of Heimer’s abilities comes with its own form of gameplay and interaction – players will need to think carefully about how to use each in an optimal way. Raise your turrets!

Techmaturgical_Repair_BotsPassive: Techmaturgical Repair Bots ( Passive )

  • Heimerdinger gives nearby allied champions and H-28G Evolution Turrets 10/15/20/25/30 bonus Health Regen


H-28G_Evolution_TurretH-28G Evolution Turret ( Q )

  • Places a Turret at target location. Turret attacks prioritize Heimerdinger’s targets and enemies attacking Heimerdinger
  • Heimerdinger generates a Turret Kit every 24/23/22/21/20 seconds (modified by Cooldown Reduction), and he can hold up to 1/1/2/2/3 Kits at once
  • Cost: 20 Mana and 1 Kit
  • Cooldown: 1s

H-28G Evolution Turret Stats

  • Health: 150 (+25 per champion level)
  • Attack – Cannon: 15/22/29/36/42 (+0.125 Ability Power) magic damage
  • Attack – Beam: 50/75/100/125/150 (+0.5 Ability Power) magic damage in a line, 12 second cooldown
  • Maximum Turrets: 3


Hextech_Micro-RocketsHextech Micro-Rockets ( W )

  • Unleashes a barrage of 5 rockets that converge towards your cursor and fan out past it. Each rocket deals 60/90/120/150/180 (+0.45 Ability Power) magic damage
  • Enemies that are hit by more than one rocket take 20% magic damage for each additional rocket (max damage 108/162/216/270/324). Minions take 60% instead
  • Targeting the ability closer to Heimerdinger increases projectile spread
  • Cost: 70/80/90/100/110 Mana
  • Cooldown: 11s


CH-1_Concussion_GrenadeCH-1 Electron Storm Grenade ( E )

  • Hurls a grenade that deals 60/100/140/180/220 (+0.6 Ability Power) magic damage to enemy units and slows their Movement Speed by 35% for 2 seconds
  • Enemies in the center of the blast are also stunned for 1.25 seconds
  • Cost: 85 Mana
  • Cooldown: 18/16/14/12/10



  • Heimerdinger’s next basic spell is free and has bonus effects


H-28Q_Apex_TurretH-28Q Apex Turret: ( R+Q )

  • Places a Turret that deals 90/110/130 (+0.33 Ability Power) magic damage with its cannon and 225/300/375 (+0.8 Ability Power) magic damage with its beam for 8 seconds


Hextech_Rocket_SwarmHextech Rocket Swarm ( R+W )

  • Fires 4 waves that deal 135/180/225 (+0.45 Ability Power) magic damage each. Champions and monsters hit by multiple rockets take reduced damage (max 550/690/865 (+1.83 Ability Power))


CH-3X_Lightning_GrenadeCH-3X Lightning Grenade ( R+E )

  • Throws a grenade that discharges three times, dealing 150/200/250 (+0.6 Ability Power) magic damage each time. Both the stun and slow areas are larger, and the slow is improved to 80%
  • Cooldown: 100/85/70
  • Cost: 100 Mana




Summary: Switcheroo!’s Minigun attack speed bonus has been reduced at early ranks. Zap!’s base damage has been reduced at early ranks and its mana cost has been slightly increased. Zap! also no longer reveals stealthed units.

Context: We feel that while Jinx’s kit has a lot of built-in weakness in the mid and late game, her early lane dominance is so overwhelming that it distorts her overall power across the entire game. The goal here is to address Jinx’s early damage potential while trying to minimize effects on her late game.


Switcheroo!Switcheroo! – Minigun ( Q )

  • Total Attack Speed bonus reduced from 50/70/90/110/130% to 30/55/80/105/130%


Zap!Zap! ( W )

  • Base damage reduced from 30/75/120/165/210 to 10/60/110/160/210
  • Mana cost increased from 45/55/65/75/85 to 50/60/70/80/90
  • No longer reveals stealthed units




Summary: Null Sphere has had its mana cost and damage reduced at later levels. The silence duration of Null Sphere has been increased at lower levels but very slightly lowered at max level. Riftwalk’s base damage and bonus damage per stack has been increased in addition to having a small AP ratio added per stack. Additionally, Riftwalk now refunds 50% of the total mana cost when it damages an enemy champion. Finally, Kassadin no longer gains magic resistance per level.

Context: Currently we feel like Kassadin’s play beyond the laning phase is too safe, especially when he gets ahead. He can deal consistently high damage at range with Null Sphere and Force Pulse while holding on to Riftwalk for a safe escape. These changes are focused on forcing Kassadin to use Riftwalk as a significant part of his damage output, which also gives opponents opportunities to capitalize on his mistakes.


  • Magic Resist per level reduced from 1.25 to 0


Null_SphereNull Sphere ( Q )

  • Base damage reduced from 80/130/180/230/280 to 80/115/150/185/220
  • Silence duration changed from 1/1.4/1.8/2.2/2.6 to 1.5/1.75/2.0/2.25/2.5 seconds
  • Mana Cost reduced from 70/80/90/100/110 to 70/75/80/85/90


RiftwalkRiftwalk ( R )

  • Base damage increased from 60/70/80 to 80/100/120
  • Base damage per Riftwalk stack reduced to 50/55/60 (from 60/70/80)
  • Added 0.1 Ability Power ratio per stack
  • Now refunds 50% of the total mana cost when Riftwalk damages an enemy champion





Summary: Morgana’s attack range, base attack speed, and basic attack animation have been improved across the board. Tormented Soil no longer reduces magic resistance per tick, instead it deals additional damage based on an enemy’s missing health. Morgana should deal roughly the same amount of overall damage, although there’ll be some variation due to how the new Tormented Soil works.

Context: This change is more of a modernization of Morgana and her Tormented Soil by rewarding her for being continuously aggressive with landing her Dark Bindings. Specifically, we wanted to reinforce Morgana’s standard damage combo of Dark Binding to Tormented Soil, rather than the “ideal” combo of using Tormented Soil’s magic resistance reduction to make Dark Binding deal more damage.


  • Attack Range increased from 425 to 450
  • Base Attack Speed increased from 0.579 to 0.625
  • Improved basic attack responsiveness


Tormented_SoilTormented Soil ( W )

  • Damage per second changed from 25/40/55/70/85 (+0.2 Ability Power) to 24/38/52/66/80 (+0.22 Ability Power)
  • Tormented Soil’s damage now increases by up to 50% based on the enemy’s missing Health
  • Damage now ticks every 0.5 seconds, instead of every 1 second
  • No longer applies a Magic Resist reduction debuff





Summary: Undertow’s slow duration has been increased and its mana cost changed to a flat cost. Vicious Strikes grants more attack speed at lower levels. Reckless Swing deals slightly less self-damage to Olaf on use.

Context: We were overly cautious with our initial rework changes for Olaf, which left him undertuned, but not Old and Busted. However, now that we’ve addressed some of his old core issues, we feel like we can be more aggressive with tweaking his kit balance. These changes are focused on allowing Olaf to better stick to his opponents when he’s landing his skillshots properly, which will, in turn, allow him to better melt face when he’s in the zone.


UndertowUndertow ( Q )

  • Slow duration increased from 1.0 to 2.0 to 1.5 – 2.5 seconds
  • Mana cost changed from 55/60/65/70/75 to 60 at all ranks


Vicious_StrikesVicious Strikes ( W )

  • Attack Speed increased from 20/35/50/65/80% to 40/50/60/70/80%


Reckless_SwingReckless Swing ( E )

  • Self-damage reduced to 30% damage dealt (from 40% damage dealt)






  • Rammus has received a texture update!



Courtesy of Skin Spotlights.



SivirSquare (1)


Summary: Sivir has received a visual upgrade! Sivir’s Ricochet will now be active for the next three attacks after casting and each attack bounces infinitely, provided it can find new targets to bounce to (it will never hit the same target twice). Additionally, targets hit by a bounce will take a flat percentage amount of damage. Spell Shield no longer costs mana to cast. On The Hunt no longer has a cast time but doesn’t provide a flat bonus attack speed aura. On The Hunt now provides a large movement speed boost that wears off to a smaller, longer lasting movement speed buff. On The Hunt also provides a passive attack speed bonus when Sivir activates Ricochet. Finally, Sivir no longer runs in slow motion (her movement speed remains unaffected).

Context: When we approached reworking Sivir, we shied away from homogenizing her as another generic Marksman. Instead we took a route where we wanted to highlight Sivir’s unique traits, like her ability to deal high area-of-effect damage with Ricochet and her large team-wide mobility boost in On the Hunt. Our focus here is to ensure that dedicated Sivir players will still be able to enjoy the core gameplay mechanics they’ve come to appreciate while also bringing Sivir up to our modern gameplay standards and aesthetics.

  • Sivir has received a visual update!
  • Attack Speed per level reduced from 3.28 to 1.6


Ricochet2Ricochet ( W ) – Reworked

  • Now when activated, Sivir’s next 3 basic attacks will Ricochet
  • No longer has a maximum number of bounces (each Ricochet can still only strike a target once)
  • Now bounces to the closest target (instead of a random target within the bounce radius)
  • Deals 50/55/60/65/70% damage to all secondary targets
  • No longer has a base damage
  • Cooldown increased to 9/8/7/6/5 seconds (from 7/6/5/4/3)


Spell_Shield2Spell Shield ( E )

  • Mana cost removed
  • Mana return reduced from 150 to 60/75/90/105/120


On_The_Hunt2On The Hunt ( R ) – Reworked

  • No longer has a cast time
  • Active no longer grants Attack Speed
  • Now grants Sivir a new Passive: Sivir gains 40/60/80% bonus Attack Speed while Ricochet is active
  • Movement Speed bonus now begins at 60%, then reduces to 20% after 4 seconds
  • Cooldown changed from 100/90/80 to 120/90/60 seconds






Summary: Living Shadow and Death Mark have had their cast wind-up time increased. Death Mark now spawns the shadow at Zed’s starting position rather than behind the target. Death Mark’s shadow will stay around longer and Zed can switch places with it at any range.

Context: Zed’s been a balance pain point for a while, especially at the competitive level. In particular, Zed’s current play patterns – while satisfying for the player – can be executed so quickly that they offer little to no reaction time for his opponents. In its current iteration, Death Mark sets up Zed’s gameplay for free with little execution needed beforehand. Because Zed’s intended gameplay focuses so heavily on manipulating his shadows, we want to force him to actively think about how he’ll use his tools to assassinate his targets.


Living_ShadowLiving Shadow ( W )

  • Significantly increased the time it takes for the Living Shadow to reach its destination (missile travel speed reduced to 1500 from 2500)


Death_MarkDeath Mark ( R )

  • Now spawns the Living Shadow at Zed’s starting position rather than behind the target
  • Increased the time Zed remains untargetable before dashing to the target to from 0.35 seconds to 0.75
  • Death Mark shadow duration increased from 4 seconds to 6
  • Increased the range at which Zed can switch places with his Death Mark shadow to 2000 (from 1100)





Summary: We’ve slightly increased the damage on Short Fuse. Bouncing Bomb can now be cast at targets outside of max range but will only travel the set distance. Satchel Charge’s radius has been increased. Hexplosive Minefield and Mega Inferno Bomb are both more effective against minions, with minions no longer taking reduced damage from multiple hits of Minefield and Mega Inferno Bomb dealing double damage to minions.

Context: We’ve improved Ziggs in terms of general utility while also trying to more effectively carve out his niche as a pushing /counter-pushing champion. Bombs away!


Short_FuseShort Fuse ( Passive )

  • Max damage increased from 139 to 150 (now scales non-linearly)


Bouncing_BombBouncing Bomb ( Q )

  • Bouncing Bomb will now cast when targeted outside of its maximum range (will fire to the maximum range in the targeted direction)


Satchel_ChargeSatchel Charge ( W )

  • Radius increased from 275 to 325


Hexplosive_MinefieldHexplosive Minefield ( E )

  • No longer deals reduced damage on multiple hits to minions
  • Damage radius per mine increased from 135 to 150


Mega_Inferno_BombMega Inferno Bomb ( R )

  • Now deals double damage to minions





Summary: Deadly Bloom’s damage has been reduced overall but her AP ratio has been increased. Rampant Growth’s passive cooldown reduction has decreased. The plants spawned from Rampant Growth have had their base damage reduced at lower levels, but increased later on. We’ve also improved Zyra’s overall feel by making seed transformation/enraging plants more intuitive.

Context: Our overall strategy here is to tone down Zyra’s early level poke damage and, while we are reducing some of her overall power, we also want to improve her ability to fluidly combo cast with seeds. Additionally, reducing the base damage of her spells while increasing the AP ratios is aimed at reducing her power as a support without hurting her capabilities as a mage.


Deadly_BloomDeadly Bloom ( Q )

  • Range reduced from 825 to 800
  • Damage changed from 75/115/155/195/235 (+0.6 Ability Power) to 70/105/140/175/210 (+0.65 Ability Power)


Rampant_GrowthRampant Growth ( W )

  • Passive Cooldown Reduction reduced from 4/8/12/16/20% to 2/4/6/8/10%
  • Plant base damage changed from 26 (+6 per champion level) to 23 (+6.5 per champion level)
  • Reduced the delay before seeds can be stepped on by enemies from 3 seconds to 1.5
  • Range increased from 800 to 825
  • Fixed a bug where spells would rarely not turn seeds into plants


StranglethornsStranglethorns ( R )

  • Stun no longer persists after the knockup ends
  • Now properly enrages plants created within the bramble zone after Stranglethorns has been cast


Minor Changes and Bug Fixes




   Jarvan IV

Context: This change forces Jarvan to be more accurate with his Demacian Standard / Dragon Strike combo while giving opponents some breathing room when trying to dodge it.


Dragon_StrikeDragon Strike / Demacian Standard ( E+Q )

  • Jarvan’s knockup collision radius reduced from 260 to 180






Evolution_Spike_RacksVoid Spike – Evolved Spike Racks ( R+W )

  • Slow increased from 20% to 30%




  Master Yi

Context: Our original reasons for having Meditate’s mana cost scale so high no longer exist, as we were primarily concerned with AP Yi bullying lanes or Meditate refreshing multiple times in a fight.


Alpha_StrikeAlpha Strike ( Q )

  • Master Yi will no longer be hit by targeted spells during Alpha Strike


MeditateMeditate ( W )

  • Mana cost reduced from 50/65/80/95/110 to 50 at all ranks






Siphoning_StrikeSiphoning Strike ( Q )

  • Fixed a bug where Siphoning Strike ignored Spell Shields





Context: Rengar’s leap out of stealth has insufficient warning for his target, so we changed him to de-stealth at the beginning of his leap instead of mid-leap in order to give his target a fighting chance.


Thrill_of_the_HuntThrill of the Hunt ( R )

  • Rengar now de-stealths at the beginning of his leap when attacking a target from out of stealth





Context: Shadow Dash had a fairly large start and end radius to make the spell more forgiving to land. We no longer believe this is necessary.


Shadow_DashShadow Dash ( E )

  • Collision radius has been reduced at the start and end points of the dash





Context: We saw Carrion Renewal as a place to add strength without significantly impacting the phases of the game where Swain already excels.


Carrion_RenewalCarrion Renewal ( Passive )

  • Now additionally restores 9% of maximum Mana on champion kill/assist





Summary: Syndra received a number of usability improvements to her abilities. Scatter the Weak now indicates where a Dark Sphere will travel and Unleashed Power indicates how many Dark Spheres will be fired.


Scatter_the_WeakScatter the Weak ( E )

  • Range increased from 650 to 700
  • Dark Spheres now have arrow indicators to show the direction they will travel if hit by Scatter the Weak


Unleashed_PowerUnleashed Power ( R )

  • Now displays a counter over the spell icon that tracks the number of Dark Spheres that will be fired






Noxious_TrapNoxious Trap ( R )

  • Fixed a bug where mushrooms gave experience






  • Attack Speed per level increased from 1% to 3%
  • Thresh’s basic attack wind up is reduced by 0.25% per 1% attack speed, rather than the standard 1%





Context: We’re trying to reduce the overall map mobility of Tryndamere so it’s harder to safely split push all day, but to do it without hurting his mobility in team fights.


Spinning_SlashSpinning Slash ( E )

  • Cooldown refund upon critically striking minions/monsters reduced to 1 second from 2 (refund upon striking champions unchanged)






HemoplagueHemoplague ( R )

  • Fixed a bug that sometimes prevented casting of Transfusion and Tides of Blood for longer than the spell’s 0.5 second cast animation Service / Client


  • We made some changes that allow us to dynamically provide “Loss Forgiven” to servers experiencing hardware or connection issues. Players should see this more often if their game servers are having issues
  • We can now disable in-game items and features on the fly, so if there are new bugs or exploits, we’ll disable things on a more sophisticated level rather than turning off all ranked games
  • Improved Champ Select Timer accuracy and reliability (to be turned on at a later date).
    • The client will now actively sync its timer with the server during every phase. If your original timer is behind, you may see a jump as it syncs up with the server (e.g. jumping from 60 to 50 if you are 10 seconds behind). But you will no longer run into situations like having seconds left on your timer but having your selection window end prematurely.
    • We’ve also reintroduced the numbers 89 to the beginning timer, and 9 into the post Lock-In timer (did you realize they were missing?).
  • Fixed an issue which would cause the screen to briefly flicker black when selecting a skin in Champ Select
  • Temporary summoner icons for the Season 3 World Championship teams have been removed from the client
  • Fixed an issue where purchased champions or skins would disappear in rare circumstances

Friends List

  • Added redundancies to fix corrupted friends lists commonly caused by 3rd party chat clients
  • This will fix the following:
    • Online friends appearing offline
    • Opening the wrong friend when clicking on another
    • Friends appearing to be another friend
  • Fixed an issue where a player with a pending friend request would appear online after sending them a game invite
  • Group Chat Panels received a visual update to match the new updated friends list

Game Interface

  • Fixed a bug where some options, such as move camera on respawn, would not save
  • Players who receive messages while scrolling through chat history will no longer have their chat jump to the bottom


In-Game Mechanics


Attack Speed slows

Summary: Attack speed slows (IE: Nasus’ Wither) were immune to cleanse or other forms of debuff removal unless attached to a movement impairing effect. Now all attack speed slows can be cleansed and are treated like movement speed slows.

Context: We’re updating attack speed slows in order to have more consistent counterplay related to debuff removal. Essentially, we’re looking to treat all slows the same, whether they’re movement or attack speed based.

  • Attack Speed slows can now be cleansed as if they were movement-impairing crowd control effects
  • Affected champion abilities and items:
    • Gragas’ Barrel Roll
    • Malphite’s Ground Slam
    • Randuin’s Omen
    • Warden’s Mail

Champions with dashes tied to their ultimates

Summary: The following champions will now be affected by snaring or stunning crowd control abilities after they complete their dashes. Their spells will still be unstoppable, but most forms of crowd control landed while the champion’s using the ability will be applied after the spell completes. CC duration will tick down while a champion is mid-dash.

Context: We’re adding more counterplay for champions who have long-range dashes tied to their ultimates by making them susceptible to certain forms of crowd control after they complete a dash – like snares or stuns. Now if a teammate lands a snare in the middle of a champion’s dash, the ulting champion will complete their ability, but be snared at the end.

  • Crowd control effects can now be received during “unstoppable” movement ultimates (they previously discarded all crowd control effects), but those ultimates will still finish their movement regardless (crowd control effects can persist after the cast finishes)
  • Affected champions:
    • Jarvan IV’s Cataclysm
    • Nocturne’s Paranoia
    • Vi’s Assault and Battery
    • Malphite’s Unstoppable Force
    • Hecarim’s Onslaught of Shadows

Stealth Champions

  • Stealthing now causes a self-only screen tint visual effect.
  • Affected champions:
    • Akali
    • Kha’zix
    • LeBlanc
    • Shaco
    • Talon
    • Teemo
    • Twitch
    • Vayne
    • Wukong


Mana Cost reduction on Ultimates


Context: Reiterating our stance on high mana cost ultimates, we want ultimate abilities determined more by cooldown than mana cost. Rather than doing an individual context paragraph for each ultimate (which is what we did originally until someone pointed out how stupid that was), we gave them their own section.






Enchanted_Crystal_ArrowEnchanted Crystal Arrow ( R )

  • Mana cost reduced from 150 to 100






Solar_FlareSolar Flare ( R )

  • Mana cost reduced from 100/150/200 to 100






WishWish ( R )

  • Mana cost reduced from 100/175/250 to 100






Chain_of_CorruptionChain of Corruption ( R )

  • Mana cost reduced from 120 to 100






Chaos_StormChaos Storm ( R )

  • Mana cost reduced from 125/175/225 to 100


Alternate Map Balance


Twisted Treeline out of beta


Context: With the competitive season almost done, Twisted Treeline is finally ready to emerge from beta! This doesn’t mean design iteration will stop – we’ll continue with champion balancing, system tweaks, and maybe even a new item or two!



Crystal Scar


The following changes are for the Crystal Scar only

(Crystal Scar) Map-Specific Change: Self-Healing Penalty

Context: Dominion has evolved in such a way that this healing restriction no longer serves its original intent of preventing turtling. Instead, it’s only hurting champions that rely on regen or healing to be effective, so we’ve removed it.

  • Removed global self-healing reduction buff


(Crystal Scar) Map-Specific Change: Speed Shrine Buffs

Context: The previous version of speed shrine buff allowed for people ganking bot lane to come in at basically Ghost movement speeds, with the gankee having very little reaction time on a wardless map. This change is meant to alleviate some of the pressure to bot lane while making teams invest more if they want to continually pressure the lane.

  • Speed shrine buff now decays over its duration




  • Fixed a bug where his Move Quick passive Movement Speed was not being removed by Dominion turrets



Crystal Scar, Howling Abyss, and Twisted Treeline


The following changes are for Crystal Scar, Howling Abyss, and Twisted Treeline only

Grez’s Spectral Lantern

Summary: Grez’s Spectral Lantern’s combine cost has gone up and the damage has been reduced slightly. The active’s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.

Context: This item was too cost effective for what it offered and these changes are to bring it more in line with other vision items in terms of cost and utility.

  • Combine cost increased to 350 Gold (from 150)
    • Total cost increased to 1450 Gold (from 1250)
  • Damage reduced to 15 (from 20)
  • Vision dust duration decreased to 5 seconds (from 10)
  • Lingering reveal reduced to 3 seconds (from 6)
  • Cast range decreased to 800 (from 1200)

The Lightbringer

Summary: The Lightbringer’s cost is being increased (partially due to Grez’s Spectral Lantern’s cost increase), and it is gaining additional defensive stats (health / armor / lifesteal) in exchange for a damage reduction. The active’s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.

Context: Lightbringer is a niche item and will still be a niche item, but this build change will open it up to more champions.

  • Combine cost increased to 575 Gold (from 300)
    • Total cost increased to 2500 Gold (from 2425)
  • Now builds from Ruby Crystal instead of Pickaxe
  • Now grants +200 Health
  • Damage reduced to 20 (from 50)
  • Armor increased to 25 (from 20)
  • Lifesteal increased to 15% (from 12%)
  • Vision dust duration decreased to 5 seconds (from 10)
  • Lingering reveal reduced to 3 seconds (from 6)
  • Cast range reduced to 800 (from 1200)

Hextech Sweeper

Summary: Hextech Sweeper now builds out of a Kindlegem and Fiendish Codex. The overall cost has gone up and most stats have been reduced (health / AP). The movement speed bonus has been removed and the cooldown reduction has been increased. The active’s vision duration, cast range, and how long enemy champions stay revealed after exiting the dust have all been reduced significantly.

Context: Hextech Sweeper is a staple item on Twisted Treeline / Dominion and we don’t want to change that, but we’re making it a little less universally appealing by reducing the stats and removing the movement speed bonus. We’re also giving it a cooldown reduction boost to help out with some AP itemization issues.

  • Combine cost increased to 530 Gold (from 200)
    • Total cost increased to 2300 Gold (from 1920)
  • Now builds from Fiendish Codex (from two Amplifying Tomes)
  • Health reduced to 250 (from 300)
  • Ability Power reduced to 40 (from 50)
  • No longer grants Movement Speed
  • Cooldown Reduction increased to 20% (from 10%)
  • Cooldown Reduction is no longer UNIQUE
  • Vision dust duration reduced to 5 seconds (from 10)
  • Lingering reveal reduced to 3 seconds (from 6)
  • Cast range decreased to 800 (from 1200)

Sanguine Blade

Context: At 50 AD, this item was too cost efficient for what it offered. We’ve reduced some of the stats and raised the cost in order to bring this item more in line.

  • Combine cost increased to 600 Gold (from 500)
    • Total cost increased to 2275 Gold (from 2175)
  • Attack Damage reduced to 40 (from 50)




Jack in the Box

  • Fixed a bug where Shaco boxes were not properly revealed by the passive on Hextech Sweeper and The Lightbringer



Twisted Treeline and Crystal Scar


The following changes are for Twisted Treeline and Crystal Scar only


  • Turrets now have inventory items that describe turret mechanics

Blackfire Torch

Summary: Blackfire Torch has gained bonus movement speed in exchange for a higher overall cost and a shorter duration on the magic damage amplification active.

Context: Blackfire Torch is gaining the movement speed bonus that Hextech Sweeper had because while not everyone who uses AP should get an easily-accessed movement speed item, we do feel that AP casters should have one in smaller maps like Twisted Treeline and Crystal Scar.

  • Combine cost increased to 970 Gold (from 720)
    • Total cost increased to 2650 Gold (from 2400)
  • Now grants +10% Movement Speed
  • Magic damage amplification decreased to 4 seconds (from 6)


Twin Shadows

Summary: Twin Shadows’ overall cost has been reduced and the cooldown on the active has been reduced significantly, however the bonus ability power and magic resistance is being lowered.

Context: Twin Shadows is a great item on wardless maps, but the cooldown was too long to really make use of it. It’s been made cheaper to increase accessibility, while the stats have been reduced to reflect the new cost.

  • Combine cost reduced to 535 Gold (from 735)
    • Total cost reduced to 1700 Gold (from 1900)
  • Ability Power reduced to 30 (from 40)
  • Magic Resist reduced to 30 (from 40)
  • Cooldown on active reduced to 60 seconds (from 120)
  • Wraiths are now affected by speed shrines


Tutorial, Co-op vs. AI, Custom Games with bots


The following changes are for bot game modes only


  • Turrets in bot game modes (Tutorial, Co-op vs. AI and custom games with bots) now display an indicator of their attack range and their current attack state. You can disable this feature in the Game menu


League System


  • Players who earned silver in Season 2 will now have silver profile borders until the end of the season


Harrowing Sale

Limited Edition Skins and two brand new ones are available in the store!


Pumpkinhead Fiddlesticks - 520 RP


Pumpkinhead Fiddlesticks



Bewitching Nidalee - 975 RP


Bewitching Nidalee


Nosferatu Vladimir - 975 RP


Nosferatu Vladimir


Officer Vi – 975 RP


Officer Vi



Haunting Nocturne – 520 RP


Haunting Nocturne

Zombie Brand – 1820 RP


Zombie Brand


Haunting Zyra – 1350 at launch, 975 after


Haunting Zyra

Other skins also on sale:

  • Kitty Cat Katarina – 975 RP
  • Zombie Ryze - 975 RP
  • FrankenTibbers Annie - 975 RP
  • Definitely Not Blitzcrank - 520 RP
  • Pirate Ryze – 975 RP
  • Headmistress Fiora - 975 RP
  • Haunted Maokai - 975 RP
  • Underworld Twisted Fate – 975 RP
  • Headless Hercarim - 975 RP
  • Mundo Mundo - 975 RP
  • Lolipoppy - 975 RP… I mean 1820… I mean 6500! Don’t buy it!


Awaken the Ancient- Virtual Update for Nasus


Nasus decoration

AFK Farming has never looked so glorious!


QuquroonButton Rioter Ququroon: Nasus is shaking off years of rough abrasion from the sands and returning to the battlefield with a complete visual update. Armored with refined plate and a higher fidelity look for his signature halberd, Nasus’s new model reflects his unbounded intellect and immense power.


Beyond the new model, all of Nasus’s abilities, animations and particles have been updated. His ultimate, Fury of the Sands, summons the ferocity of the desert tempest, and Spirit Fire burns with arcane etching upon the ground. Along with his model and visual changes, the Curator of the Sand’s sound effects and voiceover have been updated and expanded, exposing more of the vast archive in Nasus’s mind.




Preseason: Jungle Changes


Preseason Jungle banner

A preview of what we can expect for junglers in Season 4!



Solcrushed Button Rioter Solcrushed: We’ve got some big things coming for the jungle this preseason. The overarching philosophy for our jungle update is to create more options and possibilities for junglers of all kinds. This moves us closer to the larger goal of ensuring that all roles and positions within League of Legends can feel strong throughout and make a big impact on the endgame. Let’s take a look at some of the changes:

The Season 3 jungle

  • Junglers are very strong early, but many are pushed into more of a supporting role by mid-game
  • Junglers frequently run out of camps to farm due to laning teammates ‘poaching’ jungle monsters
  • Junglers who can gank early are favored over any other type of jungler
  • Junglers who fall behind early have a very difficult time getting back into the game

Why do these things happen?

  • Jungle monsters don’t scale well

Jungle monsters grant more experience and gold (relative to minions) early in the game but don’t scale as well as minions. Therefore, ‘carry’ junglers can’t carry by farming the jungle – they must take lane farm or have multiple successful ganks if they want to achieve the same amount of gold and experience as laners.

  • The tradeoff between ganking and farming is not optimal

Farming the jungle does not provide enough reward compared to the potential pay-off of early ganks. Additionally, it’s easier for some champions to keep the jungle cleared while maintaining gank pressure.

  • It is better to concentrate gold onto a Marksman or Mage

In the Season 3 meta, gold was nearly always more efficient on a Marksman or Mage, regardless of position. This leads to rampant poaching of the jungle and junglers often find themselves at a clear gold disadvantage as compared to Marksmen or Mages.

Our new season jungling goals:

  • Flexibility in the jungle

We really want more playstyles to be viable in the jungle. Junglers will have more flexibility in choosing jungle routes, and the optimal jungle route will vary more depending on your champion.

  • More resources

Junglers who are more farm-centric will be able to obtain gold and experience similar to that found in solo lanes, offsetting the map pressure and lane support they give up by farming. “Farming Carry” and “Ganking Support” will both be viable play styles, with each bringing its own set of advantages and disadvantages.

  • More comeback mechanisms in the jungle

While counterjungling will remain a viable strategy, the jungler who is behind will now have more ways to get back into the game. (Some) Preseason jungling changes:

Here are some of the changes we are planning.

  • We’ll be adding an extra camp near blue buff and the wolf camp

By adding another camp, players can add some diversity to jungle routes and farm more resources. The extra camp creates further tradeoffs between ganking and farming the jungle because it’ll now be more challenging to keep the jungle clear. Besides that, the camp adds one more lever for us to balance area-of-effect vs. single target junglers. The additional camp also equalizes the number of camps on the north and south side of the map, bringing the blue and purple sides of the map a little more into balance.

  • Jungle monsters will scale with champion levels

Monsters will now have a ‘level’ that’ll be determined each time they spawn. This level will scale according to the average level of champions in the game. Bonus experience will be doled out if jungle monsters are a higher level than the champion killing them.

By introducing dynamic scaling and varying rewards on monster kills we’re aiming to encourage jungle farming as a viable playstyle. The varying rewards will act as a comeback mechanic and an incentive for allies to leave monsters to players who are a bit behind in the game. With the extra camp, poaching becomes less detrimental to junglers and remains a feasible way for laners to claw back an advantage in their matchup.

  • More gold flow options for junglers

No specifics today, but we’re looking to pour a little more gold into junglers’ pockets. We’re exploring the idea of tying additional gold income to things like jungler-specific items instead of Smite. This idea and having more reliably scaling monsters should increase gold flow for junglers. Again, these are a few of the changes we’ve got planned for the jungle. We’re looking forward to seeing how everyone adapts and even more excited to see how the jungler position evolves in the new season!



Improved Jungle Items


Solcrushed Button Rioter Solcrushed: An introduction to jungle items without going into specifics





Wriggle's_Lantern_itemWriggle’s Lantern

Now the item for farming junglers, grants very bad combat stats but gives a very big increase in gold from jungle monsters


Spirit_of_the_Ancient_Golem_item Spirit of the Ancient Golem

Now intended for support junglers who will move with the team more than farm the jungle. Allows you to ‘bank’ the gold bonus for a little bit of time which you can cash in by killing jungle monsters.


Spirit_of_the_Spectral_Wraith_itemSpirit of the Spectral Wraith

Now intended to help mage junglers who are hurt by not having blue buff and needing to spend too much resources to clear jungle mid-late game. Will give Health and Mana back equal to a % of spell damage you deal to monsters. (Vlad and co. will still have their selfish spellvamp item – it just won’t be Spirit Wraith)



Have there been changes to Spirit of the Elder Lizard?


Solcrushed Button Rioter Solcrushed: Its been changed but I reserve my rights to tease.






What is the new camp like and how will it impact the game?


Solcrushed Button Rioter Solcrushed: For now it is a big bad red Wraith. Hopefully we will be able to make it awesome later on.




Solcrushed Button Rioter Solcrushed: The new camp is a single monster who hits really hard.

Since we now have camps that consist of 1, 2, 3, 4 monsters it is easier for us to adjust the balance between single target and AOE since you now have enough camps to choose your route, opposed to before where we had to adjust the entire jungle.



Will jungle camps still scale with time?


Solcrushed Button Rioter Solcrushed: We are doing away with the time scaling, monsters will only scale with level now.





Have you considered having jungle items with bonuses that only work if you take smite as a summoner?


Solcrushed Button Rioter Solcrushed: I would shy against having very forced synergy, for one tying everything to Smite also kills builds such as Teleport Ghost jungle, Exhaust Flash jungle etc.

The level scaling will take into account AVERAGE level of champions in the game, so people who are lower level gain more from killing monsters in the jungle compared to higher level.



What will happen to the real tank junglers?


Solcrushed Button Rioter Solcrushed: We will need to make sure they do not fall behind too easily. If it becomes a problem we can make them jungle better mid-late game or introduce an item for those characters.




Have you considered making double jungle a viable meta?


Solcrushed Button Rioter Solcrushed: We will not force such changes, but if they become viable in a way that we feel makes the game better, we will definitely support them.




Will this new camp make junglers who need their ult quickly overpowered?


Solcrushed Button Rioter Solcrushed: We will need to balance junglers again once the changes have shaken out.





Isn’t gold still better spent on a Mage or Marksman than a jungler?


Solcrushed Button Rioter Solcrushed: That is still the case.

Difference is the jungler gets MORE gold than mages and marksmen from monsters.

Is 200 gold for the mage more efficient than 300 gold for the jungler? The answer is no longer always ‘give farm to the mage’ (or we would place it where it would not be)



What stops other lanes from farming these camps for more gold?


SolcrushedButton Rioter Solcrushed: It does not provide more gold and exp for each individual camp, actually the individual camps give less rewards to compensate for there being more camps. So poaching is less strong than before.




Will the changes also apply to Twisted Treeline?


SolcrushedButton Rioter Solcrushed: For now this is all for SR only





Is this a nerf to counterjungling?


SolcrushedButton Rioter Solcrushed: It is a possibility we are worried about, but our tests to this point have signaled that counterjungling is still strong.

Specifically, since there are more resources in the jungle the jungler who is controlling it can get strong very fast.



How will ganking impact the jungler’s power curve?


  1. SolcrushedButton Rioter Solcrushed: If you get an efficient gank, you will still have an edge as should be. (It is a risky move)
  2. If you waste time ganking, the enemy jungler will be ahead as he has more resources to farm and monsters only adjust their level when they spawn.



How can junglers who are behind catch-up?


SolcrushedButton Rioter Solcrushed: Characters who are behind in level to monsters gain more rewards from killing the monster. Jungle monster scaling is also set up so that the first few levels do not grant much stat increases.

There is a very big gap between ‘first advantage wins the game’ and ‘early advantages don’t matter’. Our game even with these changes are very far away from the latter.



How can ganking equal a better shot at winning than just farming camps?


SolcrushedButton Rioter Solcrushed: By snowballing lanes and gaining map control, the ‘guaranteed ‘ gold is not so guaranteed when your lanes are weaker than the enemy’s and you cannot fight against their invades.



Preseason: Game flow Changes


Preseason banner

How will Preseason affect the Rift? Find out below!



FeralPonyButton Rioter FeralPony: Hey everyone,

FeralPony here to run through some high level changes coming this preseason that fall under a topic we’re calling “Game Flow.” Game Flow is effectively how the core game functions and plays independently of specific roles, champions, items, etc. It’s how the minions move, gold enters and leaves the map, objectives are created, and how strategic battles are won and lost. It’s the systems in place that aren’t under direct player control.

So what does it include? Here’s a look at some of the changes we’ll be implementing this preseason:

  • Kill/assist gold
  • Game and objective timings (when things spawn etc)
  • Objective values/rewards (Turrets, Baron, Dragon, etc)
  • Experience
  • Inhibitor mechanics
  • Death timers
  • Map layout & brush changes
  • Jungle (this is a large enough system it’ll be included in another post)

Tons of Changes!

You might be saying, “By the factions of Runeterra, Pony, that’s a lot of changes!” You’d be absolutely correct, but the bulk of these are small changes meant to enhance other aspects of the game. Each of these changes have unique goals that I’d like to provide additional insight into.


We’re making some adjustments to global objectives in Summoner’s Rift.

Dragon: The gold and experience rewards for slaying Dragon will now increase over time.

  • In the preseason, securing dragon will remain a worthwhile objective even into late game. In addition, dragon will provide more experience rewards for teams down in levels, making it a valuable objective for those who are losing heavily. Winning teams will want to keep dragon secured to retain their lead.

Baron: Baron buff is being shifted away from a team fighting bonus and towards more of a sieging bonus (think bonus movement speed or bonus damage to turrets)

  • We wanted to shift Baron buff away from an overpowering team-wide buff that gives the buffed team an advantage in any situation. Instead, we want to clarify Baron buff as a window of opportunity to end the game.

Turrets: The team-wide gold for destroying turrets is going down, but the gold given to the players directly responsible for destroying turrets is going up.

  • This change rewards players directly for taking positive action instead of diffusing the reward by splitting it up among their teammates.

Super Minions & Inhibitors: Downed inhibitors will no longer make all minions stronger. Instead, minions in lanes with downed inhibitors will now push harder than before, while minions in other lanes will be unaffected.

  • Clarity was the core goal here. Currently when a single inhibitor goes down it causes all minions on the winning side of the map to become stronger, thereby pushing down their lanes as well. This applies pressure to the defending team, but also allows players on that team to farm the pushed lanes in relative safety and possibly pick up a game-changing item or two. That said, it’s still very difficult to come back from a downed inhibitor because even after a great comeback play, the resurging team must still push out ALL of their lanes before the enemy team respawns. We’d like to give teams that make these epic plays a real shot at making a comeback.

Other underlying systems:

In addition to the changes we’re making to global objectives, we have some smaller changes to other underlying game systems:

Bounty Calculations: We mentioned this earlier in our support post, but we’re adding “assist streaks,” where players who have far more assists than kills will get bonus gold per additional assist. Additionally, we’re changing the way death streaks are reset. Previously, they were based only on kills and assists, but we’re looking into ways to tie in other forms of contribution. Finally, we’re also looking at bounty rewards in general and how much of an impact they have in the early game versus the mid to late game.

Minion and Jungle Spawn Timers: All minions and jungle camps will spawn earlier in the game.

  • We’re experimenting with shaving a little time off of when minions and jungle camps spawn to get the game off to an earlier start. There was just too much idle time in between loading the match and the first moments of action. Our changes here allow almost every opening strategy to remain viable without being too generous for map-wide team shuffles.

Brush Changes: We’re cleaning up a lot of the L- and C-shaped brush formations so that players can gain vision of the entire brush with one ward.

  • In the jungle, this means more accessible sight lines for both the warder and anyone attempting to move through the jungle.
  • We’ve also dialed back on some brush that we felt created odd combat situations. We saw situations before where one ward in one brush would leave fights stacked enormously in the favor of the team with the ward. We’ve trimmed back the brush in these regions to still allow for sight lines to be blocked and for melee champions to have a tactical zone to hide in, but brush no longer denies vision to entire battlefields when unwarded.

That’s about it for Game Flow! Some of these changes may be small, but we think that when taken together they’ll play a big role in making for a more dynamic and exciting preseason.

We’ll also be posting this on reddit where we may pass through to clarify some questions. Later this week we’ll be doing a global recap to follow up with the most up-to-date information from questions around the world!


Missed any recent articles? Check below!


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Skype: chefoslr
IGN: NoL Chefo, EUW


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PBE Update

The Harrowing approaches

Red Post Collection:

Single Posts


PBE Update






Seastone_TridentSeastone Trident ( W )

  • Active AP ratio reduced from 0.35 to 0.15






Null_SphereNull Sphere ( Q )

  • Mana cost decreased from 70/80/90/100/110 to 70/75/80/85/90
  • Damage decreased from 80/130/180/230/280 to 80/115/150/185/220
  • Silence duration changed from 1/1.4/1.8/2.2/2.6 to 1.5/1.75/2/2.25/2.5 seconds


RiftwalkRiftwalk ( R )

  • Subsequent uses no longer stack bonus damage unless Riftwalk hits an enemy Champion
  • Damage changed from 60/70/80 ( +0.8 AP ) to 70/100/130 ( +0.6 AP )






Death_MarkDeath Mark ( R )  

  • Now creates a Living Shadow near his target’s position when the ability’s cast, not after Zed has already ported




Ascended_FormOverwhelming Power ( Passive )

  • Mana restore changed from 12% to 45-130 mana flat
  • Now increases Xerath’s magic penetration for his basic abilities by 3-20% (1% per level)

Mage_ChainsStasis Orb ( E )

  • AP ratio increased from 0.45 to 0.6
  • Stun duration now increases based on traveled distance, lasts between 1 and 2 seconds from 1/1.3/1.5/1.8/2 seconds.
  • Added a small cast time ratio
  • Missile speed treatly increased
  • Cooldown changed from 13/12.5/12/11.5/11 to 15/13.5/12/10.5/9 seconds

Arcane_BarrageAscension ( R )

  • Base damage increased from 100/150/200 to 150/200/250


New Mastery Icons


Image 7 Image 6 Image 5 Image 4 Image 3 Image 2 Image 1 Image 14 Image 13 Image 12 Image 11 Image 10 Image 9 Image 8



End of Season 3 Icons


Bronze S3 Silver S3 Gold S3 Platinum S3 Diamond S3 Challenger S3



Haunted Zyra


Haunted Zyra

Ingame model



Officer Vi




Sultan Gangplank




Victorious Elise




Turret Indicators


Iniquitee Button Rioter Iniquitee: Hey PBE Community!

As a part of our effort to go back and take a look at what it’s like to learn League of Legends for the first time, we’re taking a look at turrets. Turret behavior is one of the most confusing things for new MOBA players to pick up and the average player tucks a lot of executions under their belt before they learn when and why a turret attacks them. Even more experienced players can take months or even years to learn the exact range of a turret so they can perfect the complicated dance of turret diving and breaking aggro.

Turret Indicators are a new addition in 3.13 that aim to teach players how turrets behave as a natural part of playing. When you’re near a turret, a ring appears on the ground to show you its exact range. The ring changes color to let you know when it is and is not safe to be near the turret, and when you’re in range and under attack the ring changes color and pattern to tell you the exact moment you draw aggro. Our goal was to be clear without being too noisy, and we’d love to hear how you think we did.

When this feature goes live, it will only be available in Co-Op vs AI and training modes like the tutorial and custom games against bots. This is a learning tool for players of all levels, but we think that once you’ve graduated to PvP, the training wheels come off and it’s time to get serious. If you don’t like the look of the indicators or want to measure your understanding of the range on the fly, we’ve added an option under the Game tab in the options menu for you to turn them off. We hope that you’ll play around with them and let us know what you think!






The Harrowing approaches


Harrowing banner


The sun sets and darkness creeps in, candlelight flickers and fires burn out. The Harrowing is nearly upon us. Whether exploring an old tomb or getting decked out to deck some criminals, terrifying and surprising storytelling comes alive with new skins for Zyra and Vi. Haunted Zyra and Officer Vi headline a cast that includes all of the former Harrowing skins. As announced last Thursday, skins that were previously categorized as Limited Edition are now legacy and will also be retrieved from the vault.

Here’s the list of all of the legacy skins that’ll be available this Harrowing:

  • Mundo Mundo
  • Pumpkinhead Fiddlesticks
  • Kitty Cat Katarina
  • Zombie Ryze
  • Lollipoppy
  • Nosferatu Vladimir
  • FrankenTibbers Annie
  • Definitely Not Blitzcrank
  • Bewitching Nidalee
  • Haunting Nocturne
  • Headless Hecarim
  • Haunted Maokai
  • Underworld Twisted Fate
  • Headmistress Fiora
  • Pirate Ryze
  • Zombie Brand

But the Harrowing is more than just dressing up and terrifying your foes, we’re also bringing back all five Harrowing ward skins and unveiling five new summoner icons to earn throughout the event. And it wouldn’t be the Harrowing without another mystery or two. This year, it’s the debut of mystery gifting. When you give a mystery gift, your purchase unlocks a random skin for a champion your friend owns. All skins in the store plus a selection of legacy skins are fair game, so your friend could end up with a legendary or even ultimate skin!

The Harrowing launches in an upcoming patch, so check back with for more information about the event and we’ll see you on the battlefields!


More on Team Builder


Team Builder

Check out the announcement of the feature here!



Is the enemy team’s composition dependent on ours?


LyteButton Rioter Lyte: Your team will be faced with a completely random composition. As a scientist, just imagine all the data when you get to see a matrix of creative, unorthodox compositions and how they perform against all other compositions…

I’m excited. 



How can I see what composition the Team’s leader wants to fill?


LyteButton Rioter Lyte: We’ll release more information as we go to PBE, but basically as a team leader, you get to setup your own team composition.

For example, as a team leader, I was able to setup the following today:

Fighter – Top
Support – Top
Marksman – Mid
Mage – Bot
Mage – Bot

Once I’ve determined my team composition, I lock in, and the system begins finding players for me that are interested in playing one of those specs on my team.



How will you deal with people having different expectations for a single role?


LyteButton Rioter Lyte: We agree, the system isn’t designed to communicate all intentions and absolve players of any communication. Once a Support gets accepted into the lobby, teams should chat! They should figure out what they want to do, and whether they want to do 0 CS Support, or whether it’s a kill lane. If players disagree on something, they can very easily ask the system to find them a new player or a new team.



There will be a lack of people queuing for support


Xelnath Button Rioter Xelnath: Davin’s research showed that a fairly good margin of players want to be supports. If that doesn’t turn out to be true, then I’m confident there’s things my team can do to help make support a better experience. 




Will we be able to see Honor badges while in Team Builder queue?


LyteButton Rioter Lyte: I like the idea of showing Honor badges… in fact, we have a few ideas with what we want to do with Honor and Team Builder. But for now, let’s focus on getting the Champion Select re-design out to players 




Are Champions tied to specific Roles?


Lyte Button Rioter Lyte: Roles are not attached to the champion, and you can choose Mage-Gragas for example. It’s also very trivial for us to add a “Roam” role, if such a role were to emerge as a popular option.




When will the chatting with your teammates be available during the teambuilding process?


VonBurgermeister Button Rioter VonBurgermeister: As soon as someone is in the lobby, you can start chatting. Basically you can talk strategy from beginning to end.




State of Xerath’s Rework


scorched xerath banner

How far has the rework pushed Xerath from his original iteration?



XelnathButton Rioter Xelnath: Hey guys,

Simmer down a bit, I appreciate the amount of passion going on here, but that’s not justification to start attacking each other.

To explain our logic on the passive:

  • There were concerns the super high spell pen lead to poor counter itemization
  • We wanted to try an alternative growth path that encouraged escalating power towards the late game (in this case boosting item purchases)

After trying it out, we actually felt like it snowballed him harder, making an already win-or-lose champion win-or-lose even harder. In fact, 15% bonus AP is really just a fancy way of saying his AP Ratios are higher than normal, that squishes squishies too hard.

We’ve totally acknowledged that being 100-0’d by his ultimate is not fun. So we’re going back to the 20% Spell Penetration passive, but this time with linear scaling, instead of geometric scaling. However, this time, it will only apply to his basic spells.

This way, if a Xerath gets out of control and snowballs into AP, you can buy MR to prevent yourself from being obliterated at a range you can’t respond, but Xerath retains his ability to poke down tanks over time. (Assuming mana enough to pull it off)

This kind of iteration can be confusing in a vacuum. I’m sorry I haven’t been able to communicate more with you directly, but I’m in pretty bad shape at the moment. While Zenon is heroically taking on the effort of finishing up Xerath, implementing new ult visuals with Bitsplosion and generally being awesome, my time is split between communicating about Xerath, handling some season 4 changes that we’ll be announcing soon and also doing some heavy work to adjust support itemization with Xypherous.

I understand your frustration with the lack of communication, but hope you understand.

That said, here’s some stuff we’re going to try out:

We’re going to try making Xerath’s E path a little more clear before it fires, make the stun scale up to 2 seconds at max distance.

This is pretty experimental, but expect to see it in Xerath V4 or V5.



[Crownface] Why are you reworking Xerath for the people who didn’t like playing him?


Xelnath Button Rioter Xelnath: Crown, you *are* negative, but you have also provided useful insights and I’ve made adjustments to how I handled the character as a reflection of understanding the things you enjoyed and identified with the character.

At the same time, I am also reconciling the poor usability the character had with other play patterns that fill the same niche with greater satisfaction. I know you can’t at a glance see that you’ve had a positive influence on this rework, but you have. I greatly appreciate that your responses have been well-phrased and reflect some soul searching.



[Despia] Do you agree with the community’s feedback that the rework should be canceled?


Xelnath Button Rioter Xelnath: We will not be cancelling Xerath’s rework. Thank you for your patience thus far, but if you disagree with this core goal, we will not be able to collaborate. I hope that you try the final reworked Xerath or can find another champion who embodies the mechanics you enjoy, who hopefully isn’t just a stealth OP. 



[Crownface] Why was Lotus of Power removed?


Xelnath Button Rioter Xelnath: After much review, we felt that locus as a core spell added a dramatic amount of clunkiness to the kit that requires massive amounts of over-budget AP ratios, 40% spell penetration and a nearly unstoppable stun on an 8 second cooldown to compensate for.

The amount of power Xerath required to keep that one ability was absurd. He’s utterly broken to the core. Yes, the uniqueness brought value. No, it did not justify that much power. It was only a matter of time before Xerath was given the Poppy treatment.

Instead, we are trying to figure out the healthiest, richest and most engaging parts of Xerath to keep, while keeping the important parts of his kit that were fun – e.g. a pass through base nuke. Then preserving mechanics that players recognize on Xerath, e.g. % Spell Penetration, where possible.

I just had an amazing game tonight were I survived a Varus/Blitzcrank 2v1 lane in midlane today. Yes, skillful use of Locus lead to me dodging some cool hooks. However, that wasn’t what won the game. It was that one time I landed a full combo on the entire enemy team… then the one after that… then the one after that… ultimately resulting me dealing 4x more damage than any other member of my team.

Broken AP ratios and spell penetration have been on Xerath for years. Locus has been around for years. People will never warm up to abilities that just feel that bad. I hope instead that I’ve expressed the feeling and vision of what Xerath SHOULD be to fill the long-range siege role we want to explore with him in league of legends.

Based on the other replies in this thread – I really feel like we have.


Casting spells during knock-up


Ziggs banner

Why it’s not allowed for mutated bugs to cast spells while in the air.



[Effrim] Can you bring back Ziggs’ ability to cast spells during Satchel Charge’s knock-up?


Meddler Button Rioter Meddler: Just checked and this still works for me, it’s not something we’ve intentionally tried to remove either.

If you’re seeing certain situations where you can’t cast mid air (and aren’t CC’d by something else at the same time) let us know, will give that a look.



[orghak 11] Why was this feature removed from Kha’Zix but not Ziggs?


Meddler Button Rioter Meddler: The issue with Khazix was how it compressed his damage into a really small window. In Ziggs’ case that problem doesn’t apply – 99%+ of the time using Satchel Charge to land directly on an enemy to burst point blank isn’t even remotely a good play, particularly since it involves sacrificing a damaging spell. Ziggs’ casts while airborne instead tend to be getting in a parting shot while disengaging or trying for a kill shot while chasing neither of which has, so far at least, proven to be problematic, especially given Ziggs’ damage output has a fair degree of unreliability.



[McTokie] Follow-up: Isn’t burst what Kha’Zix is all about? Why take away the opportunity from him to burst quicker?


Meddler Button Rioter Meddler: Yup, burst is damage concentrated into a small window. That’s not to say the smallest possible window is always appropriate though. Being able to unload your full combo over 1s for example is still pretty bursty, but offers substantially more opportunity for play by the target than a 0.5s window (numbers hypothetical, not familiar with Khazix’s exact timings pre/post W change).



[Chocoboko] Sometimes Ziggs’ Q doesn’t cast until he has landed


Meddler Button Rioter Meddler: Doesn’t start casting until you land or doesn’t launch until you land? Even when cast in the air the Q still has a cast time, so, particularly if you start the Q cast after the halfway point of the W knockup (approximately) it’ll launch around the time you land.


Heimerdinger’s QA – Part 4


heimerdinger banner

Catch up on the previous parts using the links below:



The sight you gain from turrets should remain when they shut down


20thCenturyFaux Button Rioter 20thCenturyFaux: Yeah, I’ve been thinking about buffing their sight radius when shut down. Not all the way up to their full vision, but something like shaco box / teemo shroom type vision.




Any news regarding Heimer’s passive?


20thCenturyFaux Button Rioter 20thCenturyFaux: We’ve played with some new passive ideas in the thread, but we haven’t found one that’s avoided some nasty downside or another. The closest contenders were: First, a sort of spellvampy thing that procs on dealing magic damage with turrets/w/etc, but it doesn’t do much when Heimer gets zoned out. Second, a % current health variant on his passive, which is the same thing but more interesting but has the potential to get weird with tanks and feels bad when you’re behind. I had high hopes to find something good, and we still might, but I don’t feel that it’s something I’d hold Dinger back for.

At the end of the day, the current passive’s problem is how it feels–it can only be appreciated cerebrally, instead of on a gut level. I’m more ok with that on Heimer than I would be on most champions. What’s more, the aura has its supporters–some support Dingers but also people who deliberately make use of its pushing power mid. It looks weak so it’s an easy target, but it does more good for Heimerdinger than might appear at first blush.

At certain point, there’s always small problems to chase when polishing a project, but if you have no cutoff point it’ll never release. I’d like a version of the passive that feels better but does most of the same stuff, but at the end of the day I’m not willing to accept a complexity/playability penalty for a feel boost.



What’s the effective range of turrets?


20thCenturyFaux Button Rioter 20thCenturyFaux: They’re capable of operating from further away, so hopefully you’ll have more opportunities to split them up to avoid Riven Qs, Gragas barrels etc. Characters like Morgana will probably hit a point early where they can spend one big AE spell to kill a turret, but as long as they only hit one at a time Heimer can still come out ahead overall–he spends less mana and can try to punish with rockets. That’s the dream, anyway.



Could we get a table of what the turret resists are supposed to be?


20thCenturyFaux Button Rioter 20thCenturyFaux: Armor: 10/10/10/10/10/10/13/13/15/15/17/20/23/25/30/35/40

MR: 25/25/25/25/25/25/25/25/28/28/30/30/32/35/38/40/42/45




Why is the new Heimerdinger so reliant on hitting skillshots?


20thCenturyFaux Button Rioter 20thCenturyFaux: Having his damage be lower if he misses his skillshots and does no damage with turrets is exactly the point ^^

A damage analysis that includes turrets and hit W produces huge damage numbers, but that doesn’t mean he’s release Xin Zhao 😛


20thCenturyFaux Button Rioter 20thCenturyFaux: This is definitely part of why PBE is more about making sure stuff is fun and fixing bugs than it is about balancing. Balance-wise I’m more interested in stuff like, support Heimer has a bad day because disabled turrets have no vision, etc.



Will Heimer be able to support?


20thCenturyFaux Button Rioter 20thCenturyFaux: Heimer seems strongest for a mid magey role, but I’m interested in supporting support Heimer, for lack of a better word ^^

We played a while with the idea of Heimer moving turrets. In doing so, we found the main goal was to let him have some wiggle room for turrets that ended up in poor spots. Making turrets only 20 mana and giving him faster kits lategame ended up hitting the same goals a “move a turret” feature. It basically ended up being a solution looking for a problem.

And Liandris works on turret beams. I should really add a FAQ to the first post hehe xD



Why the passive CDR from Heimer’s ult is gone


20thCenturyFaux Button Rioter 20thCenturyFaux: Tl;dr on cooldown reduction: If Heimer’s cooldowns need to go lower, they should just go lower. Giving him innate CDR just says “you cannot build 40%” in exchange for making sure the CDR kicks in at level 6/11/16. Since he now has reasonable power spikes at those levels due to the ult having damage numbers, there isn’t any goal left that’s solved by having innate cooldown reduction.



Final (serious) words


20thCenturyFaux Button Rioter 20thCenturyFaux: TL;DR on Heimer balance: I’m very interested in what data comes out of PBE, but final balance will have to come from the first patch or so he’s live. The rework makes him healthy enough to keep him at a high power level, and we think he’s there now, too–but he’s also a very high skill cap champion. He needs time for players to learn strategies, etc.

I understand that a few of you feel very passionately about your vision for where his power is at, but I have to consider everyone’s viewpoint, the data at my disposal, and the big accuracy gap between balance information from PBE and balance information from live. I think it’s very important for Heimerdinger that he be viable–but making big power changes from individual anecdotes is not the way to do that.



My powers are inferior, I cannot beat teh assassinz!


Dannamoth Button Rioter Dannamoth: This is why you must build the glorious tankerdinger, destroyer of Zeds and crusher of Kassadins.





Best Passive EU


Originally Posted by Evolnemesis View Post
How about this for a passive… every few seconds he’s alive, each enemy gets a flash on the screen saying ‘ALL YOUR BASE ARE BELONG TO THE DONGER!’ with Heimer’s laugh playing at the same time. This would have no real power effect, but would act as a super global taunt helping enemies get in range of his abilities by making players want to find him and rush at him with their mouths frothing in rage…


20thCenturyFauxButton Rioter 20thCenturyFaux: Hmm… low mindshare, low power budget (no actual numeric effect!), and more awesome. This meets all my criterion! It even has counterplay, enemies can simply hide their eyes and ears in shame and also shame, respectively.



Single Posts


Why was dodge removed but crit is allowed to stay?


ZileasButton Rioter Zileas: Game design is a pragmatic problem solving. Decisions are often not in absolutes, and have to be made according to the situation.

While we do generally want to keep artificial RNG low (as opposed to ‘hidden information emergent “rng”‘ — I turned a corner, and didn’t know there were 3 guys there), we opted to keep crit but remove dodge for a few reasons:

1) Dodge is ‘negative’ RNG rather than ‘positive’ RNG. We found that players notice dodge a lot less as the beneficiary than as the person who ‘missed’. So, it tends to be on net not very fun.

2) The more RNG elements you add together, the more maximum RNG outcomes you get. By removing just one of the RNGs, you don’t halve the ‘worst case’ RNG outcomes, you actually more than halve them (A scenario where you are dodging attacks on you AND criting opponents).

3) Players were excited about building for crit, and weren’t excited by building for dodge.. because criting is exciting and cool.

4) We wanted some build types to scale a bit harder (not a LOT harder) than others, and the existence of crit ensures that marksmen can scale a little bit better on DPS than does defense or AP damage. (NOTE — a LITTLE bit)

Note that we also moved our crit system to pseudorandom that makes it less spikey (low chance of double crits), and reduces the impact on game objectives.

So, I feel like this is a good balance between the various considerations. In total, our artifical RNG is very, very low.

– Zileas


Regarding recent nerfs to assassins and DFG’s strength


morellovatarButton Rioter Morello: We’re not “blindly” nerfing these champions, we’re looking at damage curves for assassin-style characters overall. I’ll let the team speak to the details on it.

Overall, though, these items are pretty balanced on a number of characters, and I don’t think we’d want targeted changes to these characters to effect others. I don’t think we’d want to nerf good uses of Lichbane on TF or Ziggs just because Fizz uses it and causes problems. Lichbane is a great core item for mages who weave in auto-attacks.

DFG is…well, DFG. But historically, I’ve felt DFG is a bad item for League overall, so we might need to have some discussions about that  DFG isn’t egregiously OP, I just worry it creates more 100-0 cases with no more interaction or skill to require it.


Where balance went wrong


This comment was made:

Originally Posted by KellyOConnell View Post
[Aggressive comments suggesting the removal of the current balance team]

To which you replied with:

Originally Posted by Morello View Post
Care to educate me on what’s so bad?

– Top lane consists of three champions and only three champions; World’s commentators even state directly, almost word for word, that because, “Renekton and Shen [were] banned and Jax was picked, there’s nothing left to be picked to oppose him.”

– Mid lane consists of champions with extremely overloaded kits (Orianna as a Xypherous champion speaks for itself, for example) and Zed; that’s it

– Bot lane consists of Vayne, Ezreal, and Corki, two of which use a remade Trinity Force (which was hypocritically adjusted right before World’s to an egregiously overpowered state for ranged carries) and the other abuses Blade of the Ruined King (an item remade and play-tested once before re-release, which arguably broke the game for weeks on end on account of its influence)

– Supports consists of Zyra, Thresh, and Sona, all of whom amount to little more than ward slaves and AoE, crowd control bots

– An impactful jungle in season two is remade at the start of season three and changes in effect cause junglers to swing wildly from being useless to overwhelmingly influential on a patch by patch basis

– Ranged carries are coddled like children whilst all other champion archetypes are nerfed around them

– Continuous talk of counter-play exists and yet Silver Bolts still exists, Ezreal can still abuse Iceborn Gauntlet for infinite kiting potential (RIP Skarner), there’s still only one true melee only item in the game, etc…

– Heimerdinger, Viktor, and Olaf speak for themselves; Rengar to a lesser extent (all champions that had changes, promised long ago, sit “in limbo” for extended periods of time for reasons unknown)

– A game, labelled as a competitive one, is still balanced around lower levels of play (Darius is one example)

– Ranged top laners, for the vast majority of season three, invalidated 90% of top lane champions and it took a plethora of patches before they were addressed

– League of Warmogs, League of Cleavers, League of Blade, League of Carries, etc…

– Percent of maximum health being used as a band-aid fix all over the place

– Ranged carries are given higher base values, higher scaling figures, hard disables, and abhorrent amounts of disengage relative to their melee counterparts

– The list goes on (and trust me, I can recount quite a bit more)…

Taken as a whole, season three was a catastrophe so to ignorantly suggest that there’s nothing “bad” seems a tad laughable. As stated in the title however, I truly don’t mean to sound insulting because I like this game, continue to play it, and wish for it to succeed furthermore but at this point, Riot can’t afford to be ignorant anymore and frankly there’s a lot of work to get done for season four.

EDIT: Let’s keep comments civil please.




morellovatar Button Rioter Morello: My intent was not to imply there’s nothing to improve or fix, it was mostly a jab at the hyperbolic THIS IS TERRIBLE feel that’s based on limited data sets and popular opinion to try to position it as an attack from the OP you quote here. Let’s talk brass tacks:

League of X: Balance will fluctuate naturally, especially as we make fundamental changes to the game. The new item system (today) has better item variance than previous seasons, but we had to suffer some temporary issues to get there. This is much like when you launch a new game and it’s all over the place, except that players are much better as the game’s skill floor has gone up due to more mastery. I think there’s something to be said for needing to react faster on that stuff, though.

2) Only X of Y characters exist in Z lane: The real metrics on balance (IE: how we judge if we’re being successful or not) comes down to a combination of possible picks (total variety) and lack of domineering picks. This is both related to tournament play and what’s usable generally speaking.

Variety has been similar (~65%) this season consistently, including Worlds, but we’ve done a little worse on domineering picks, with Zed, Corki and Shen being on the must-pick list (compared to only Ezreal in Season 2). We’re going to institute methods of getting in front of this easier for this season and have learned some good techniques on how to watch these trends.

Additionally, this is only in tournament play – which we do take seriously when doing balance of course – but what that means 99% of players can play most characters and be successful. Very few characters are actually in a bad spot. Even the variety between Diamond 1 and pro games is pretty different.

3) Counterplay needs more work continuously, and counter-examples tend to speak of more work to do. Silver Bolts is a terrible example though because the countering strategically != counterplay. If Vayne is overpowered because of her target selection freedom, that’s a different topic.

So should we never try to do anything on counter-play unless we can change every champion to ensure 100% of champions are as successful as we’d like here? That seems like it creates a worse problem that chipping away at it, to me.

So if your goal is to get me to admit that League of Legends has problems we want to fix, then you got it! That’s never a hard admission to make. The work is interesting because there are so many problems to solve, and it’s not possible to be finished, ever ever. That’s the reality of working on game health.

Reasonable conversations about game health, balance, design and other subjects that effect play are great. They’re the reason we get on these forums. But let’s also be real for a second: a large number of people think they’re an expert on balance, and frankly, very few people are (and if you actually are, I’m hiring!). That’s why we want to use reasoned conversations, structured problem-solving, data, and objective analysis to discuss these problems in detail.

As far as how balanced does the game “feel”, I agree with something here. While any gaming forum is talking about how unbalanced every game is, there’s a more balance disruption when we do season changes, and the “feeling” of how balanced the game is is risked when more must-picks appear in competitive play. And that makes sense. It’s easy to read a story that says “play this champion, or don’t show up as a serious contender,” and that obviously feels really bad. We agree and are working to address this more aggressively.

Does this help clarify things, a little?



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